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	0726491ef8
	
	
	
		
			
			Mostly typecasts, and some int to unsigned short changes, and including the windsock 2 library in the examples. Co-authored-by: Jeffery Myers <JefMyers@blizzard.com>
		
			
				
	
	
		
			128 lines
		
	
	
		
			4.9 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			128 lines
		
	
	
		
			4.9 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*******************************************************************************************
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| *
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| *   raylib [network] example - UDP Server
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| *
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| *   This example has been created using raylib 3.0 (www.raylib.com)
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| *   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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| *
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| *   Copyright (c) 2019-2020 Jak Barnes (@syphonx) and Ramon Santamaria (@raysan5)
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| *
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| ********************************************************************************************/
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| 
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| #include "raylib.h"
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| 
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| #define RNET_IMPLEMENTATION
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| #include "rnet.h"
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| 
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| int main(void)
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| {
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|     // Initialization
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|     //--------------------------------------------------------------------------------------
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|     const int screenWidth = 800;
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|     const int screenHeight = 450;
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| 
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|     InitWindow(screenWidth, screenHeight, "raylib [network] example - udp server");
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| 
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|     InitNetworkDevice();    // Init network communications
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|     
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|     const char *pingmsg = "Ping!";
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|     const char *pongmsg = "Pong!";
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|     
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|     bool ping = false;
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|     bool pong = false;
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|     float elapsed = 0.0f;
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|     float delay = 1.0f;
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| 
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|     SocketConfig serverConfig = {
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|         .host = "127.0.0.1", 
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|         .port = "4950", 
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|         .server = true, 
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|         .type = SOCKET_UDP, 
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|         .nonblocking = true
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|     };
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|     
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|     SocketResult *serverResult = NULL;
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|     SocketSet *socketSet = NULL;
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|     char receiveBuffer[512] = { 0 };
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| 
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|     //  Create the server: getaddrinfo + socket + setsockopt + bind + listen
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|     serverResult = LoadSocketResult();
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|     
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|     if (!SocketCreate(&serverConfig, serverResult)) TraceLog(LOG_WARNING, "Failed to open server: status %d, errno %d", serverResult->status, serverResult->socket->status);
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|     else if (!SocketBind(&serverConfig, serverResult)) TraceLog(LOG_WARNING, "Failed to bind server: status %d, errno %d", serverResult->status, serverResult->socket->status);
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| 
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|     //  Create and add sockets to the socket set
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|     socketSet = LoadSocketSet(1);
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|     AddSocket(socketSet, serverResult->socket);
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| 
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|     SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
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|     //--------------------------------------------------------------------------------------
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| 
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|     // Main game loop
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|     while (!WindowShouldClose())    // Detect window close button or ESC key
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|     {
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|         // Update
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|         //----------------------------------------------------------------------------------
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|         // Once connected to the network, check the sockets for pending information
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|         // and when information is ready, send either a Ping or a Pong.
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|         
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|         // CheckSockets, if any of the sockets in the set are pending (received data, or requests)
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|         // then mark the socket as being ready. You can check this with IsSocketReady(client_res->socket)
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|         int active = CheckSockets(socketSet, 0);
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|         if (active != 0) TraceLog(LOG_INFO, "There are currently %d socket(s) with data to be processed.", active);
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| 
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|         // IsSocketReady, if the socket is ready, attempt to receive data from the socket
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|         //  int bytesRecv = 0;
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|         //  if (IsSocketReady(serverResult->socket)) {
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|         //      bytesRecv = SocketReceive(serverResult->socket, receiveBuffer, msglen);
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|         //  }
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|         int bytesRecv = SocketReceive(serverResult->socket, receiveBuffer, (int)strlen(pingmsg) + 1);
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| 
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|         // If we received data, is that data a "Ping!" or a "Pong!"?
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|         if (bytesRecv > 0) 
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|         {
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|             if (strcmp(receiveBuffer, pingmsg) == 0) { pong = true; }
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|             if (strcmp(receiveBuffer, pongmsg) == 0) { ping = true; }
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|         }
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| 
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|         // After each delay has expired, send a response "Ping!" for a "Pong!" and vice-versa
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|         elapsed += GetFrameTime();
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|         
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|         if (elapsed > delay)
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|         {
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|             if (ping) 
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|             {
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|                 ping = false;
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|                 SocketSend(serverResult->socket, pingmsg, (int)strlen(pingmsg) + 1);
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|             } 
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|             else if (pong) 
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|             {
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|                 pong = false;
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|                 SocketSend(serverResult->socket, pongmsg, (int)strlen(pongmsg) + 1);
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|             }
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|             
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|             elapsed = 0.0f;
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|         }
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|         //----------------------------------------------------------------------------------
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| 
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|         // Draw
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|         //----------------------------------------------------------------------------------
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|         BeginDrawing();
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| 
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|             ClearBackground(RAYWHITE);
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| 
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|             // TODO: Draw relevant connection info
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| 
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|         EndDrawing();
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|         //----------------------------------------------------------------------------------
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|     }
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| 
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|     // De-Initialization
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|     //--------------------------------------------------------------------------------------
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|     CloseNetworkDevice();   // Close network communication
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|     
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|     CloseWindow();          // Close window and OpenGL context
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|     //--------------------------------------------------------------------------------------
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| 
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|     return 0;
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| } |